OverviewThis series of courses help prepare you to take the Expert Gameplay Programmer Certification exam, and covers six topics areas distributed over five lessons. These topics include Rapid Gameplay Prototyping and Unity Services Implementation; NPC Design programming and User Interface Implementation; Level Design Programming and Performance Optimization. The format of these courses are project and activity based and participants will need to feel comfortable individually programming a game in Unity. Participants will be challenged with a series of realistic programming problems in Unity video-game projects, the kind true gameplay programming experts face every day. Each challenge is inspired by one or more of the topics covered in the exam.DescriptionThis course is exam preparation for Unity’s Expert Gameplay Programmer Certification Exam. This course will challenge you with a series of realistic programming problems in Unity video-game projects, inspired by one or more of the topics covered in the Expert Gameplay Programmer Exam. Throughout this course, you will work on a 2D "infinite platformer" game project and 3D "Dual-Stick Survivor" game project. This will help you practice prototyping core gameplay mechanics, including scripting GameObjects and their components, coordinating UI systems, and implementing UI scripting. This will also include configuring GameObject physics, spawning Prefabs, designing level logic and behavior, scripting animation systems and events, and working with in-game cinematics.Throughout this course, you will learn Unity Services Implementation techniques, including: streamlining your project management with Unity Cloud Build, monetization with Unity Ads and in-app purchases, and Unity Analytics. By the end of this course, you will implement in-app purchases for a 3D "Dual-Stick Survivor" game project.About the InstructorUnity Technologies is the creator of the worlds most widely used real-time 3D (RT3D) development platform, giving developers around the world the tools to create rich, interactive 2D, 3D, VR and AR experiences. Our 1000 person engineering team keeps Unity at the bleeding-edge of technology by working alongside partners such as Facebook, Google, Microsoft, and Oculus to ensure optimized support for the latest releases and platforms. Experiences made with Unity reach nearly 3 billion devices worldwide, and were installed 24 billion times in the last 12 months. Unity is powering RT3D in architecture, automotive, construction, engineering, film, games, and more.By successfully completing the projects in all four courses, participants will have had extensive, guided practice in the programming skills needed to pass the Unity Expert Gameplay Programmer exam.Skill LevelAdvancedWhat You Will LearnInterpret Game Design Document to determine basic game functionalityBuild a prototype to illustrate basic game functionalityIdentify conflicts and solutions during prototype stage to improve game playEnable ads in the game to demonstrate knowledge of Unity ServicesDemonstrate knowledge of NPC logic and behaviorDemonstrate knowledge of animation behavior systemsDevelop a HUD to demonstrate knowledge of UI coordinate systemsCreate an options menu to demonstrate knowledge of user interface scriptingCreate a basic game world level to demonstrate knowledge of level designAdd characters to your levelDemonstrate knowledge of gameplay debuggingDemonstrate knowledge of platform optimizationWho Should Take This CoursePrimary: Game Developers seeking extensive, guided practice in the programming skills needed to pass Gameplay Programmer Expert CertificationCourse RequirementsPrerequisites: 2-3 years of experience developing games with Unity with advanced programming skills, particularly in the C# languageTable of ContentsIntroductionThe Gameplay Programmer SpecializationThe Expert Gameplay Programmer ExamCourse 1: Rapid Gameplay ProgrammingCore Gameplay PrototypingUnderstanding What the GDD WantsConverting the GDD to UnityLet the User MoveRefining User ControlGetting the Basics Set Up for the Most Basic NPCInheritance and PolymorphismA Zoo for NPCsUser Interface Coordinate SystemsOverlay, Camera, and the WorldUI Coordinate SystemsWhat does the GDD Require?Static Aspect RatiosDynamic Aspects RatiosConfiguring What Can be HitMasking the Graphic RaycasterUI ScriptingWhat’s important to the UserAny Feedback is Better Than NoneTesting Through the UIAdding a Mini-MapAdding a Radar: Part 1Adding a Radar: Part 2The UI Profiler and Frame DebuggerUI OptimizationsIdentifying Localization Needs: Part 1Identifying Localization Needs: Part 2Localization ImplementationConflict and Solutions During PrototypeDefining Failure and SuccessMaking the Computer Provide Useful FeedbackOn PaperCourse 2: Programming for Level DesignIntroductionConfiguring PhysicsCollider Types and ConfigurationChoosing the Best Collider for the JobRigidBodies and CollidersRigidbody PerformanceKinematic RigidbodiesOnTrigger ConfigurationsOnCollision ConfigurationsPhysics Mask GroupingsPhysic Material PropertiesSpawning Runtime Prefabs and EffectsWhen and Why to Spawn ObjectsWhen and Why Not to Spawn ObjectsSpawn Rates and Performance ImpactReliable Particle Effect PlacementDynamic Particle Effect SpawningEvaluating Effects for Spawning and PlacementDynamically Altering Wind ZonesLine RenderersTrail RendererLevel Logic and BehaviourTriggered InteractionsBringing Gameplay TogetherOur Mighty Gameplay Overlord of Scene ManagementOrchestrating ChaosLoading and Unloading ScenesLoading ScenesUnloading ScenesSteaming LimitsCinematicsIn-Engine Cinematic Parameters- Part 1In-Engine Cinematic Parameters- Part 2Cinematic Post EffectsWhen, Why, and at What Cost?Course 3: NPC Design ProgrammingCourse IntroductionNPC Logic and BehaviorAnimation State MachinesDriving States Via ScriptsAnimation EventsAdding State Machine BehaviorsMapping NPC LogicScripting Logic into an NPCMapping Mob MentalityNavigation and PathfindingNavMesh MethodologyBaking a Quality NavMeshNavMesh Area CostsArea TriggersOff Mesh LinksObstacle Avoidance Quality and PriorityRaycastingRaycast BehaviorDebugging Raycast MasksOptimizing Raycasts via LayersNPC Spawning and PlacementDetermining NPCs for Placement at Scene LoadWhere to Dynamically place NPCsDetermining NPC Spawn RatesOptimizing Spawn Rates per PlatformCourse 4 Performance OptimizationIntroductionRendering OptimizationOcclusion CullingOptimizing Performance via Occlusion CullingLOD MethodologyEvaluating LOD DistancesAnalyzing Fill RatesRendering-Best PracticesMinimizing Frame DropsAsset BundlesAsset Bundle StrategiesDetermining Optimal ConfigurationsIdentifying IssuesProviding Asset Bundle SolutionsUsing Asset BundlesGameplay DebuggingGeneral Debugging StrategiesGeneral Debugging TechniquesIsolating Level IssuesNPC DebuggingIsolating Scene Loading and Transition IssuesFinding the Best SolutionLow-Hanging FruitGame KillersPlatform ConstraintsPlatform Input/Controller SchemasPlatform System ResourcesOptimizing Runtime Performance per PlatformOptimizing Storage per PlatformPlatform ConstraintsPlatform OptimizationUsing the ProfilerManaging your Short-term MemoryLong-term Memory UseHidden CPU TaxesAssessing Capabilities per PlatformTargeting Build TargetsCourse 5: Unity Services ImplementationIntroductionUnity’s AdsSimple Ad PlacementSimple Ads and the Player ExperienceSupplementing Scene Loading with AdsRewarded Ad PlacementRewarded Ads and Player ExperienceEnhancing the Player Experience with Rewarded AdsIn App PurchasesEnabling an In App Purchases StoreProcessing In App PurchasesPost PurchaseUI Elements for In App PurchasesImplementing an In App PurchaseUnity AnalyticsUnity AnalyticsTranslating GDD Level Design to Data Collection PointsCustom Data Events for Player BehaviorHeatmap DataIdentifying User Pain Points from Heatmap DataUsing the Dashboard for Evaluating AnalyticsEvaluating Analytics Raw DataPerformance ReportingAnalyzing Performance ReportsUnity Cloud BuildSetting up Cloud BuildTest Build LogsAssessing your Target Build Platforms

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